Blood Bowl PlayBook

Wood Elf strategy

by Milo Sharp (www.blood-bowl.net)

Wood-Elves

The Wood Elves are seldom seen outside their forests and glens, unless of course they’re playing an away game! Physically, they are very similar to their cousins, the High Elves, but have replaced arrogance and haughtiness with a deep and abiding love of nature and the forests.

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Asperon's take on ALL teams

by Asperon Thorn (Specialist Games Forum)

General

Human Teams

Humans
This team is an all around decent team. Thier strength lies in that they have no strengths or weaknesses. Everything is a 3+ roll. They have Movement 8 players, access to a Big Buy, access to all skills besides mutations. This team relies on its positionals but has enough of them to do what it needs to. In my opinion it is the best team to learn the game with because it can run, pass, bash, or finesse the ball into the endzone. After playing this team you can decide which part you like best and choose a team that is better for it. It is also a great team to revisit if you are bored with the one you chose, as it is a team that is decent with the style you like but refreshingly good at the parts you couldn’t do well before. It’s a good team throughout the TR ranges and don’t let anyone tell you different.

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The Undead Strategies

by WarNerve79@aol.com (www.blood-bowl.net)

Undead

I have been playing undead since first starting BloodBowl and I must say they are one of the best teams out there if played correctly.

People say that the other races can “dance” around undead, that is not true. Just look at the above average 7 movement on the ghouls, or the average 6 movement on the wights. Do not forget the vampires movement of 6 also, they might be big guys but they are worth the effort it takes to lose the off-for- a-bite drawback skill.

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The Ogre Playbook

by James Stewart (Games Workshop)

Ogre

In this article veteran Blood Bowl coach James Stewart lays down methods for leading your Ogre team to victory on
the pitch, including team design, tactics, flying Goblins, and… philosophy?

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High Elf Tactics

by Robert Arnholm (Blood Bowl Home of @rnholm)

High-Elves

The main problem with High Elves are the lack of Big Guys. All of the other team may begin with a big strong (stupid) guy, but not you. If your playing in a rough league with a lot Orcs, Chaos, Dwarfs and Undead teams this can be a problem. But remember, while you dont have an Armour Value[AV] of 9 you got somethine else.. With Agility 4 you can dodge out and minimize your opponents block opportunities. Overall the High Elves are fairly lowpowered, and their movment are generally insignifficant, but not that bad. With AV of 8 they can take a hit or two but they won’t survive in the long run.

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The Basics

by Stephen Babbage with Coach Blacknife (www.blood-bowl.net)

General

To me, Blood Bowl is a fun strategy game: yes, the most important element is strategy. In our league a team winning by luck alone is very rare; obviously luck does affect gameplay and can help determine the outcome of a game, but if the Coach is not using strategies and intelligence to win then they’ll find it difficult.

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Coach Balrog's Guide to Chaos

by Brownrob (FUMBBL)

Chaos

Looking around on the net you can find lots of strategy articles for playing the Chaos team. Unfortunately none of these have been updated to the new BB2k1 rules, so I think it’s time we revisited the Chaos team and see what options the new rules offer us.

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Skaven Strategy

by unknown (FUMBBL)

Skaven

Skaven are the undoubted speed merchants of the Bloodbowl arena; their play revolved around scoring fast, and using their speed to pressure the opponent when defending; their low armour generally doesn’t allow them to get into a protracted fight.

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Dark Elf Strategy

by unknown (FUMBBL)

Dark-Elves

Dark Elves are the nearest thing you will find to a bashy elf team. However, they lack dedicated Catchers, and their Throwers are more expensive than their High Elf rivals. Dark Elves are quick, but not too quick, and can either play for the two-turn TD, or run the ball in over three or more turns, using a very mobile and adaptable cage until making the break for the endzone, with runners waiting in scoring positions.

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The Orcs

by Acerak (www.blood-bowl.net)

Orcs

Most of the suggestions involve 11 players and at least as many Blitzers as BOBs. I’m going to suggest something else:

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